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Harris Brakmic 323412dd23 Examples: Allegro5: updated build instructions for macOS 5 years ago
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example_allegro5 Examples: Allegro5: updated build instructions for macOS 5 years ago
example_apple_metal Removed trailing spaces (#2038, #2299) 6 years ago
example_apple_opengl2 Fixed mouse event forwarding in macos example (#2710, #1961) 5 years ago
example_emscripten Synced/merged minor cruft from docking branch to minimize drift. AFAIK the only meaningful no-op change is that the call UpdateHoveredWindowAndCaptureFlags() was moved above UpdateMouseMovingNewFrame() to match what docking branch has been doing for a while. 6 years ago
example_glfw_metal Examples: SDL+DX11: Changelog, readme, batch files, fixed vcxproj, minor stylistic fixes + minor sync of other main.cpp files. (#2632) 5 years ago
example_glfw_opengl2 Examples: SDL+DX11: Changelog, readme, batch files, fixed vcxproj, minor stylistic fixes + minor sync of other main.cpp files. (#2632) 5 years ago
example_glfw_opengl3 Backends: OpenGL3: Attempt to automatically detect default GL loader by using __has_include. Followup to 44cd8e3 (#2798) 5 years ago
example_glfw_vulkan Examples: SDL+DX11: Changelog, readme, batch files, fixed vcxproj, minor stylistic fixes + minor sync of other main.cpp files. (#2632) 5 years ago
example_glut_opengl2 Examples: SDL+DX11: Changelog, readme, batch files, fixed vcxproj, minor stylistic fixes + minor sync of other main.cpp files. (#2632) 5 years ago
example_marmalade Examples: SDL+DX11: Changelog, readme, batch files, fixed vcxproj, minor stylistic fixes + minor sync of other main.cpp files. (#2632) 5 years ago
example_null Readme, comments, dear imgui prefixes 5 years ago
example_sdl_directx11 Added comment about SDL and SDL_INIT_GAMECONTROLLER. (#2809) 5 years ago
example_sdl_opengl2 Added comment about SDL and SDL_INIT_GAMECONTROLLER. (#2809) 5 years ago
example_sdl_opengl3 Added comment about SDL and SDL_INIT_GAMECONTROLLER. (#2809) 5 years ago
example_sdl_vulkan Examples: SDL+DX11: Changelog, readme, batch files, fixed vcxproj, minor stylistic fixes + minor sync of other main.cpp files. (#2632) 5 years ago
example_win32_directx9 Synced/merged minor cruft from docking branch to minimize drift. AFAIK the only meaningful no-op change is that the call UpdateHoveredWindowAndCaptureFlags() was moved above UpdateMouseMovingNewFrame() to match what docking branch has been doing for a while. 6 years ago
example_win32_directx10 Synced/merged minor cruft from docking branch to minimize drift. AFAIK the only meaningful no-op change is that the call UpdateHoveredWindowAndCaptureFlags() was moved above UpdateMouseMovingNewFrame() to match what docking branch has been doing for a while. 6 years ago
example_win32_directx11 Examples: SDL+DX11: Changelog, readme, batch files, fixed vcxproj, minor stylistic fixes + minor sync of other main.cpp files. (#2632) 5 years ago
example_win32_directx12 Synced/merged minor cruft from docking branch to minimize drift. AFAIK the only meaningful no-op change is that the call UpdateHoveredWindowAndCaptureFlags() was moved above UpdateMouseMovingNewFrame() to match what docking branch has been doing for a while. 6 years ago
libs Moved extra_fonts/ to misc/fonts/. Moved .natvis file to misc/natvis/ (#1569) 7 years ago
.gitignore Examples: Emscripten: Tweaks for size. (#2494) 6 years ago
README.txt Version 1.74 WIP 5 years ago
imgui_examples.sln Examples: Renamed example folders. (#1870) 7 years ago
imgui_impl_allegro5.cpp Amend 0f86116, renamed to ImGuiKey_KeyPadEnter Changelog.. (#2677, #2005) 5 years ago
imgui_impl_allegro5.h Examples: Referring to missing gamepad support in back-end that are missing it. 6 years ago
imgui_impl_dx9.cpp Synced/merged minor cruft from docking branch to minimize drift. AFAIK the only meaningful no-op change is that the call UpdateHoveredWindowAndCaptureFlags() was moved above UpdateMouseMovingNewFrame() to match what docking branch has been doing for a while. 6 years ago
imgui_impl_dx9.h Synced/merged minor cruft from docking branch to minimize drift. AFAIK the only meaningful no-op change is that the call UpdateHoveredWindowAndCaptureFlags() was moved above UpdateMouseMovingNewFrame() to match what docking branch has been doing for a while. 6 years ago
imgui_impl_dx10.cpp Backends: DX10/DX11: Backup, clear and restore Geometry Shader is any is bound when calling renderer. 5 years ago
imgui_impl_dx10.h Examples/Backends: DirectX9/10/11/12, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes (64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_HasVtxOffset' config flag in back-end. (#2591) 6 years ago
imgui_impl_dx11.cpp Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, would generally make the debug layer complain (Added in 1.72). 5 years ago
imgui_impl_dx11.h Examples/Backends: DirectX9/10/11/12, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes (64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_HasVtxOffset' config flag in back-end. (#2591) 6 years ago
imgui_impl_dx12.cpp Explicit narrowing cast from size_t to UINT (#2726) 5 years ago
imgui_impl_dx12.h Examples/Backends: DirectX9/10/11/12, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes (64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_HasVtxOffset' config flag in back-end. (#2591) 6 years ago
imgui_impl_glfw.cpp Amend 0f86116, renamed to ImGuiKey_KeyPadEnter Changelog.. (#2677, #2005) 5 years ago
imgui_impl_glfw.h Examples: GLFW: User previously installed GLFW callbacks are now saved and chain-called by the default callbacks. (#1759) 6 years ago
imgui_impl_glut.cpp Amend 0f86116, renamed to ImGuiKey_KeyPadEnter Changelog.. (#2677, #2005) 5 years ago
imgui_impl_glut.h Version 1.71 + comments 5 years ago
imgui_impl_marmalade.cpp Amend 0f86116, renamed to ImGuiKey_KeyPadEnter Changelog.. (#2677, #2005) 5 years ago
imgui_impl_marmalade.h Examples: Add missing include guards (#2166) 6 years ago
imgui_impl_metal.h Examples/Backends: Metal: Added support for large meshes (64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_HasVtxOffset' config flag in back-end. (#2591, #2592) 6 years ago
imgui_impl_metal.mm Examples/Backends: Metal: Added support for large meshes (64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_HasVtxOffset' config flag in back-end. (#2591, #2592) 6 years ago
imgui_impl_opengl2.cpp TabBar: fixed single-tab not shrinking their width down. 5 years ago
imgui_impl_opengl2.h Removed trailing spaces (#2038, #2299) 6 years ago
imgui_impl_opengl3.cpp Backends: OpenGL3: Commented out extra tokens at end of #else directive (#2804) 5 years ago
imgui_impl_opengl3.h Backends: OpenGL3: Attempt to automatically detect default GL loader by using __has_include. Followup to 44cd8e3 (#2798) 5 years ago
imgui_impl_osx.h Changelog, minor tweaks. (#2585) 6 years ago
imgui_impl_osx.mm OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71), because it needs application to be linked with '-framework ApplicationServices'. It can be explicitly enabled back by using '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h. Re-added equivalent using NSPasteboard api in the imgui_impl_osx.mm experimental back-end. (#2546) 5 years ago
imgui_impl_sdl.cpp Amend 0f86116, renamed to ImGuiKey_KeyPadEnter Changelog.. (#2677, #2005) 5 years ago
imgui_impl_sdl.h Implement SDL/dx11 sample 5 years ago
imgui_impl_vulkan.cpp Backends: Vulkan: Added support for specifying multisample count. (#2705, #2706) 5 years ago
imgui_impl_vulkan.h Backends: Vulkan: Added support for specifying multisample count. (#2705, #2706) 5 years ago
imgui_impl_win32.cpp Amend 0f86116, renamed to ImGuiKey_KeyPadEnter Changelog.. (#2677, #2005) 5 years ago
imgui_impl_win32.h Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled). 6 years ago

README.txt

-----------------------------------------------------------------------
dear imgui, v1.74 WIP
-----------------------------------------------------------------------
examples/README.txt
(This is the README file for the examples/ folder. See docs/ for more documentation)
-----------------------------------------------------------------------

Dear ImGui is highly portable and only requires a few things to run and render:

- Providing mouse/keyboard inputs
- Uploading the font atlas texture into graphics memory
- Providing a render function to render indexed textured triangles
- Optional: clipboard support, mouse cursor supports, Windows IME support, etc.

This is essentially what the example bindings in this folder are providing + obligatory portability cruft.

It is important to understand the difference between the core Dear ImGui library (files in the root folder)
and examples bindings which we are describing here (examples/ folder).
You should be able to write bindings for pretty much any platform and any 3D graphics API. With some extra
effort you can even perform the rendering remotely, on a different machine than the one running the logic.

This folder contains two things:

- Example bindings for popular platforms/graphics API, which you can use as is or adapt for your own use.
They are the imgui_impl_XXXX files found in the examples/ folder.

- Example applications (standalone, ready-to-build) using the aforementioned bindings.
They are the in the XXXX_example/ sub-folders.

You can find binaries of some of those example applications at:
http://www.dearimgui.org/binaries


---------------------------------------
MISC COMMENTS AND SUGGESTIONS
---------------------------------------

- Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
Please read the comments and instruction at the top of each file.

- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
to your project and use them unmodified. Each imgui_impl_xxxx.cpp comes with its own individual
ChangeLog at the top of the .cpp files, so if you want to update them later it will be easier to
catch up with what changed.

- Dear ImGui has 0 to 1 frame of lag for most behaviors, at 60 FPS your experience should be pleasant.
However, consider that OS mouse cursors are typically drawn through a specific hardware accelerated path
and will feel smoother than common GPU rendered contents (including Dear ImGui windows).
You may experiment with the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor itself,
to visualize the lag between a hardware cursor and a software cursor. However, rendering a mouse cursor
at 60 FPS will feel slow. It might be beneficial to the user experience to switch to a software rendered
cursor only when an interactive drag is in progress.
Note that some setup or GPU drivers are likely to be causing extra lag depending on their settings.
If you feel that dragging windows feels laggy and you are not sure who to blame: try to build an
application drawing a shape directly under the mouse cursor.


---------------------------------------
EXAMPLE BINDINGS
---------------------------------------

Most the example bindings are split in 2 parts:

- The "Platform" bindings, in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.
Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp)

- The "Renderer" bindings, in charge of: creating the main font texture, rendering imgui draw data.
Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp)

- The example _applications_ usually combine 1 platform + 1 renderer binding to create a working program.
Examples: the example_win32_directx11/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp.

- Some bindings for higher level frameworks carry both "Platform" and "Renderer" parts in one file.
This is the case for Allegro 5 (imgui_impl_allegro5.cpp), Marmalade (imgui_impl_marmalade5.cpp).

- If you use your own engine, you may decide to use some of existing bindings and/or rewrite some using
your own API. As a recommendation, if you are new to Dear ImGui, try using the existing binding as-is
first, before moving on to rewrite some of the code. Although it is tempting to rewrite both of the
imgui_impl_xxxx files to fit under your coding style, consider that it is not necessary!
In fact, if you are new to Dear ImGui, rewriting them will almost always be harder.

Example: your engine is built over Windows + DirectX11 but you have your own high-level rendering
system layered over DirectX11.
Suggestion: step 1: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
Once this work, _if_ you want you can replace the imgui_impl_dx11.cpp code with a custom renderer
using your own functions, etc.
Please consider using the bindings to the lower-level platform/graphics API as-is.

Example: your engine is multi-platform (consoles, phones, etc.), you have high-level systems everywhere.
Suggestion: step 1: try using a non-portable binding first (e.g. win32 + underlying graphics API)!
This is counter-intuitive, but this will get you running faster! Once you better understand how imgui
works and is bound, you can rewrite the code using your own systems.

- Road-map: Dear ImGui 1.80 (WIP currently in the "docking" branch) will allows imgui windows to be
seamlessly detached from the main application window. This is achieved using an extra layer to the
platform and renderer bindings, which allows Dear ImGui to communicate platform-specific requests.
If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from
improvements and fixes related to viewports and platform windows without extra work on your side.


List of Platforms Bindings in this repository:

imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl back-ends)
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_glut.cpp ; GLUT/FreeGLUT (absolutely not recommended in 2019)

List of Renderer Bindings in this repository:

imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
imgui_impl_dx12.cpp ; DirectX12
imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan

List of high-level Frameworks Bindings in this repository: (combine Platform + Renderer)

imgui_impl_allegro5.cpp
imgui_impl_marmalade.cpp

Note that Dear ImGui works with Emscripten.
The examples_emscripten/ app uses sdl.cpp + opengl3.cpp but other combinations are possible.
Third-party framework, graphics API and languages bindings are listed at:

https://github.com/ocornut/imgui/wiki/Bindings

Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift...
Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre, OpenSceneGraph,
openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
Miscellaneous: Software Renderer, RemoteImgui, etc.


---------------------------------------
EXAMPLE APPLICATIONS
---------------------------------------

Building:
Unfortunately in 2018 it is still tedious to create and maintain portable build files using external
libraries (the kind we're using here to create a window and render 3D triangles) without relying on
third party software. For most examples here I choose to provide:
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
- Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.


example_allegro5/
Allegro 5 example.
= main.cpp + imgui_impl_allegro5.cpp

example_apple_metal/
OSX & iOS + Metal.
= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm
It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends.
You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.)

example_apple_opengl2/
OSX + OpenGL2.
= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends.
You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.)

example_empscripten:
Emcripten + SDL2 + OpenGL3+/ES2/ES3 example.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten.
We provide this to make the Emscripten differences obvious, and have them not pollute all other examples.

example_glfw_metal/
GLFW (Mac) + Metal example.
= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm.

example_glfw_opengl2/
GLFW + OpenGL2 example (legacy, fixed pipeline).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.

example_glfw_opengl3/
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
This uses more modern OpenGL calls and custom shaders.
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)

example_glfw_vulkan/
GLFW (Win32, Mac, Linux) + Vulkan example.
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
This is quite long and tedious, because: Vulkan.
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.

example_glut_opengl2/
GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2.
= main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp
Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL.

example_marmalade/
Marmalade example using IwGx.
= main.cpp + imgui_impl_marmalade.cpp

example_null
Null example, compile and link imgui, create context, run headless with no inputs and no graphics output.
= main.cpp
This is used to quickly test compilation of core imgui files in as many setups as possible.
Because this application doesn't create a window nor a graphic context, there's no graphics output.

example_sdl_directx11/
SDL2 + DirectX11 example, Windows only.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_dx11.cpp
This to demonstrate usage of DirectX with SDL.

example_sdl_opengl2/
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.

example_sdl_opengl3/
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
This uses more modern OpenGL calls and custom shaders.
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)

example_sdl_vulkan/
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
This is quite long and tedious, because: Vulkan.
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.

example_win32_directx9/
DirectX9 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp

example_win32_directx10/
DirectX10 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp

example_win32_directx11/
DirectX11 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp

example_win32_directx12/
DirectX12 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
This is quite long and tedious, because: DirectX12.